413 lines
12 KiB
C
413 lines
12 KiB
C
/*
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* This software is licensed under the terms of the MIT License.
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* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
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*/
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#include "charselect.h"
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#include "audio/audio.h"
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#include "common.h"
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#include "events.h"
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#include "menu.h"
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#include "menu/mainmenu.h"
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#include "plrmodes.h"
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#include "portrait.h"
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#include "progress.h"
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#include "util/glm.h"
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#include "util/graphics.h"
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#include "video.h"
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#define SELECTED_SUBSHOT(m) (((CharMenuContext*)(m)->context)->subshot)
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#define DESCRIPTION_WIDTH (SCREEN_W / 3 + 40)
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enum {
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F_HAPPY,
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F_NORMAL,
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F_PUZZLED,
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F_SMUG,
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F_SURPRISED,
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F_UNAMUSED,
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NUM_FACES,
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};
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#define FACENAME_LEN 32
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static const char facedefs[NUM_CHARACTERS][NUM_FACES][FACENAME_LEN] = {
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[PLR_CHAR_REIMU] = {
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[F_HAPPY] = PORTRAIT_STATIC_FACE_SPRITE_NAME(reimu, happy),
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[F_NORMAL] = PORTRAIT_STATIC_FACE_SPRITE_NAME(reimu, normal),
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[F_PUZZLED] = PORTRAIT_STATIC_FACE_SPRITE_NAME(reimu, puzzled),
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[F_SMUG] = PORTRAIT_STATIC_FACE_SPRITE_NAME(reimu, smug),
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[F_SURPRISED] = PORTRAIT_STATIC_FACE_SPRITE_NAME(reimu, surprised),
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[F_UNAMUSED] = PORTRAIT_STATIC_FACE_SPRITE_NAME(reimu, unamused),
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},
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[PLR_CHAR_MARISA] = {
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[F_HAPPY] = PORTRAIT_STATIC_FACE_SPRITE_NAME(marisa, happy),
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[F_NORMAL] = PORTRAIT_STATIC_FACE_SPRITE_NAME(marisa, normal),
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[F_PUZZLED] = PORTRAIT_STATIC_FACE_SPRITE_NAME(marisa, puzzled),
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[F_SMUG] = PORTRAIT_STATIC_FACE_SPRITE_NAME(marisa, smug),
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[F_SURPRISED] = PORTRAIT_STATIC_FACE_SPRITE_NAME(marisa, surprised),
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[F_UNAMUSED] = PORTRAIT_STATIC_FACE_SPRITE_NAME(marisa, unamused),
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},
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[PLR_CHAR_YOUMU] = {
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[F_HAPPY] = PORTRAIT_STATIC_FACE_SPRITE_NAME(youmu, happy),
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[F_NORMAL] = PORTRAIT_STATIC_FACE_SPRITE_NAME(youmu, normal),
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[F_PUZZLED] = PORTRAIT_STATIC_FACE_SPRITE_NAME(youmu, puzzled),
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[F_SMUG] = PORTRAIT_STATIC_FACE_SPRITE_NAME(youmu, smug),
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[F_SURPRISED] = PORTRAIT_STATIC_FACE_SPRITE_NAME(youmu, surprised),
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[F_UNAMUSED] = PORTRAIT_STATIC_FACE_SPRITE_NAME(youmu, unamused),
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},
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};
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typedef struct CharMenuContext {
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int8_t subshot;
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int8_t char_draw_order[NUM_CHARACTERS];
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int8_t prev_selected_char;
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} CharMenuContext;
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static void set_player_mode(MenuData *m, void *p) {
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progress.game_settings.character = (CharacterID)(uintptr_t)p;
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progress.game_settings.shotmode = SELECTED_SUBSHOT(m);
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}
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static void char_menu_input(MenuData*);
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static void update_char_draw_order(MenuData *menu) {
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CharMenuContext *ctx = menu->context;
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for(int i = 0; i < NUM_CHARACTERS; ++i) {
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if(ctx->char_draw_order[i] == menu->cursor) {
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while(i) {
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ctx->char_draw_order[i] = ctx->char_draw_order[i - 1];
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ctx->char_draw_order[i - 1] = menu->cursor;
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--i;
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}
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break;
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}
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}
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}
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static void update_char_menu(MenuData *menu) {
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dynarray_foreach(&menu->entries, int i, MenuEntry *e, {
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e->drawdata += 0.05 * ((menu->cursor != i) - e->drawdata);
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});
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MenuEntry *cursor_entry = dynarray_get_ptr(&menu->entries, menu->cursor);
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PlayerCharacter *pchar = plrchar_get((CharacterID)(uintptr_t)cursor_entry->arg);
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assume(pchar != NULL);
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PlayerMode *m = plrmode_find(pchar->id, SELECTED_SUBSHOT(menu));
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assume(m != NULL);
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Font *font = res_font("standard");
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char buf[256] = { 0 };
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text_wrap(font, m->description, DESCRIPTION_WIDTH, buf, sizeof(buf));
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double height = text_height(font, buf, 0) + font_get_lineskip(font) * 2;
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fapproach_asymptotic_p(&menu->drawdata[0], SELECTED_SUBSHOT(menu) - PLR_SHOT_A, 0.1, 1e-5);
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fapproach_asymptotic_p(&menu->drawdata[1], 1 - cursor_entry->drawdata, 0.1, 1e-5);
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fapproach_asymptotic_p(&menu->drawdata[2], height, 0.1, 1e-5);
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}
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static void end_char_menu(MenuData *m) {
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mem_free(m->context);
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}
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static void transition_to_game(double fade) {
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fade_out(pow(max(0, (fade - 0.5) * 2), 2));
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}
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MenuData* create_char_menu(void) {
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MenuData *m = alloc_menu();
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m->input = char_menu_input;
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m->draw = draw_char_menu;
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m->logic = update_char_menu;
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m->end = end_char_menu;
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m->transition = TransFadeBlack;
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m->flags = MF_Abortable;
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auto ctx = ALLOC(CharMenuContext, {
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.subshot = progress.game_settings.shotmode,
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.prev_selected_char = -1,
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});
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m->context = ctx;
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for(uintptr_t i = 0; i < NUM_CHARACTERS; ++i) {
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MenuEntry *e = add_menu_entry(m, NULL, set_player_mode, (void*)i);
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e->transition = transition_to_game;
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e->drawdata = 1;
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if(i == progress.game_settings.character) {
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m->cursor = i;
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}
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}
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for(CharacterID c = 0; c < NUM_CHARACTERS; ++c) {
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ctx->char_draw_order[c] = c;
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}
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m->drawdata[1] = 1;
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return m;
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}
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void draw_char_menu(MenuData *menu) {
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CharMenuContext *ctx = menu->context;
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r_state_push();
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static const char *const prefixes[] = {
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"Intuition",
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"Science",
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};
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assert(menu->cursor < 3);
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PlayerCharacter *selected_char = plrchar_get((CharacterID)(uintptr_t)dynarray_get(&menu->entries, menu->cursor).arg);
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draw_main_menu_bg(menu, SCREEN_W/4+100, 0, 0.1 * (0.5 + 0.5 * menu->drawdata[1]), "menu/mainmenubg", selected_char->menu_texture_name);
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draw_menu_title(menu, "Select Character");
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CharacterID current_char = 0;
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dynarray_foreach_idx(&menu->entries, int j, {
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CharacterID i = ctx->char_draw_order[j];
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MenuEntry *e = dynarray_get_ptr(&menu->entries, i);
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PlayerCharacter *pchar = plrchar_get((CharacterID)(uintptr_t)e->arg);
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assert(pchar != NULL);
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assert(pchar->id == i);
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Sprite *spr = portrait_get_base_sprite(pchar->lower_name, NULL); // TODO cache this
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const char *name = pchar->full_name;
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const char *title = pchar->title;
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if(menu->cursor == i) {
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current_char = pchar->id;
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}
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float o = 1 - e->drawdata*2;
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const char *face;
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if(menu->selected == i) {
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face = facedefs[i][SELECTED_SUBSHOT(menu) == PLR_SHOT_A ? F_HAPPY : F_SMUG];
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} else if(fabs(o - 1) < 1e-1) {
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face = facedefs[i][F_NORMAL];
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} else if(menu->cursor == i) {
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face = facedefs[i][F_SURPRISED];
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} else {
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face = facedefs[i][F_UNAMUSED];
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}
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float pofs = max(0.0f, e->drawdata * 1.5f - 0.5f);
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pofs = glm_ease_back_in(pofs);
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if(i != menu->selected) {
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pofs = lerp(pofs, 1, menu_fade(menu));
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}
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float pbrightness = 0.6 + 0.4 * o;
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SpriteParams portrait_params = {
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.pos = { SCREEN_W/2 + 240 + 320 * pofs, SCREEN_H - spr->h * 0.5 },
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.sprite_ptr = spr,
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.shader_ptr = res_shader("sprite_default"),
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.color = RGBA(pbrightness, pbrightness, pbrightness, 1),
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// .flip.x = true,
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};
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r_draw_sprite(&portrait_params);
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portrait_params.sprite_ptr = res_sprite(face);
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r_draw_sprite(&portrait_params);
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r_mat_mv_push();
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r_mat_mv_translate(SCREEN_W/4, SCREEN_H/3, 0);
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r_mat_mv_push();
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if(e->drawdata != 0) {
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r_mat_mv_translate(0, -300 * e->drawdata, 0);
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r_mat_mv_rotate(M_PI * e->drawdata, 1, 0, 0);
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}
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text_draw(name, &(TextParams) {
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.align = ALIGN_CENTER,
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.font = "big",
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.shader_ptr = res_shader("text_default"),
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.color = RGBA(o, o, o, o),
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});
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r_mat_mv_pop();
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if(e->drawdata) {
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o = 1 - e->drawdata * 3;
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} else {
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o = 1;
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}
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text_draw(title, &(TextParams) {
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.align = ALIGN_CENTER,
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.pos = { 20*(1-o), 30 },
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.shader_ptr = res_shader("text_default"),
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.color = RGBA(o, o, o, o),
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});
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r_mat_mv_pop();
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});
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r_mat_mv_push();
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r_mat_mv_translate(SCREEN_W/4, SCREEN_H/3, 0);
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ShotModeID current_subshot = SELECTED_SUBSHOT(menu);
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float f = menu->drawdata[0]-PLR_SHOT_A;
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float selbg_ofs = 200 + (100-70)*f-20*f - font_get_lineskip(res_font("standard")) * 0.7;
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r_color4(0, 0, 0, 0.5);
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r_shader_standard_notex();
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r_mat_mv_push();
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r_mat_mv_translate(-150, selbg_ofs + menu->drawdata[2] * 0.5, 0);
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r_mat_mv_scale(650, menu->drawdata[2], 1);
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r_draw_quad();
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r_shader_standard();
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r_mat_mv_pop();
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for(ShotModeID shot = PLR_SHOT_A; shot < NUM_SHOT_MODES_PER_CHARACTER; shot++) {
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PlayerMode *mode = plrmode_find(current_char, shot);
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assume(mode != NULL);
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int shotidx = shot-PLR_SHOT_A;
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float o = 1-fabs(f - shotidx);
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float al = 0.2+o;
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if(shot == current_subshot && shot == PLR_SHOT_A) {
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r_color4(0.9*al, 0.6*al, 0.2*al, 1*al);
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} else if(shot == current_subshot && shot == PLR_SHOT_B) {
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r_color4(0.2*al, 0.6*al, 0.9*al, 1*al);
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} else {
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r_color4(al, al, al, al);
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}
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char buf[64];
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snprintf(buf, sizeof(buf), "%s: %s", prefixes[shot - PLR_SHOT_A], mode->name);
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double y = 200 + (100-70*f)*shotidx-20*f;
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text_draw(buf, &(TextParams) {
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.align = ALIGN_CENTER,
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.pos = { 0, y},
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.shader_ptr = res_shader("text_default"),
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});
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if(shot == current_subshot) {
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r_color4(o, o, o, o);
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text_draw_wrapped(mode->description, DESCRIPTION_WIDTH, &(TextParams) {
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.align = ALIGN_CENTER,
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.pos = { 0, y + 30 },
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.shader_ptr = res_shader("text_default"),
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});
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}
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}
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r_mat_mv_pop();
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float o = 0.3*sin(menu->frames/20.0)+0.5;
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o *= 1 - dynarray_get(&menu->entries, menu->cursor).drawdata;
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r_shader("sprite_default");
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r_draw_sprite(&(SpriteParams) {
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.sprite_ptr = res_sprite("menu/arrow"),
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.pos = { 30, SCREEN_H/3+10 },
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.color = RGBA(o, o, o, o),
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.scale = { 0.5, 0.7 },
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});
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r_draw_sprite(&(SpriteParams) {
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.sprite_ptr = res_sprite("menu/arrow"),
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.pos = { 30 + 340, SCREEN_H/3+10 },
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.color = RGBA(o, o, o, o),
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.scale = { 0.5, 0.7 },
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.flip.x = true,
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});
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r_state_pop();
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}
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static bool char_menu_input_handler(SDL_Event *event, void *arg) {
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MenuData *menu = arg;
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CharMenuContext *ctx = menu->context;
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TaiseiEvent type = TAISEI_EVENT(event->type);
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int prev_cursor = menu->cursor;
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if(type == TE_MENU_CURSOR_RIGHT) {
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play_sfx_ui("generic_shot");
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menu->cursor++;
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} else if(type == TE_MENU_CURSOR_LEFT) {
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play_sfx_ui("generic_shot");
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menu->cursor--;
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} else if(type == TE_MENU_CURSOR_DOWN) {
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play_sfx_ui("generic_shot");
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ctx->subshot++;
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} else if(type == TE_MENU_CURSOR_UP) {
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play_sfx_ui("generic_shot");
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ctx->subshot--;
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} else if(type == TE_MENU_ACCEPT) {
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play_sfx_ui("shot_special1");
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menu->selected = menu->cursor;
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menu->transition_in_time = FADE_TIME * 1.5;
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menu->transition_out_time = FADE_TIME * 3;
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close_menu(menu);
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} else if(type == TE_MENU_ABORT) {
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play_sfx_ui("hit");
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close_menu(menu);
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}
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menu->cursor = (menu->cursor % menu->entries.num_elements) + menu->entries.num_elements * (menu->cursor < 0);
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ctx->subshot = (ctx->subshot % NUM_SHOT_MODES_PER_CHARACTER) + NUM_SHOT_MODES_PER_CHARACTER * (ctx->subshot < 0);
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if(menu->cursor != prev_cursor) {
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if(ctx->prev_selected_char != menu->cursor || dynarray_get(&menu->entries, menu->cursor).drawdata > 0.95) {
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ctx->prev_selected_char = prev_cursor;
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update_char_draw_order(menu);
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}
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}
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return false;
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}
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static void char_menu_input(MenuData *menu) {
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events_poll((EventHandler[]){
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{ .proc = char_menu_input_handler, .arg = menu },
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{ NULL }
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}, EFLAG_MENU);
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}
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void preload_char_menu(ResourceGroup *rg) {
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for(int i = 0; i < NUM_CHARACTERS; ++i) {
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PlayerCharacter *pchar = plrchar_get(i);
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portrait_preload_base_sprite(rg, pchar->lower_name, NULL, RESF_DEFAULT);
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res_group_preload(rg, RES_TEXTURE, RESF_DEFAULT, pchar->menu_texture_name, NULL);
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}
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char *p = (char*)facedefs;
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for(int i = 0; i < sizeof(facedefs) / FACENAME_LEN; ++i) {
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res_group_preload(rg, RES_SPRITE, RESF_DEFAULT, p + i * FACENAME_LEN, NULL);
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}
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portrait_preload_face_sprite(rg, "reimu", "annoyed", RESF_DEFAULT);
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portrait_preload_face_sprite(rg, "reimu", "assertive", RESF_DEFAULT);
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portrait_preload_face_sprite(rg, "reimu", "irritated", RESF_DEFAULT);
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portrait_preload_face_sprite(rg, "reimu", "outraged", RESF_DEFAULT);
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portrait_preload_face_sprite(rg, "reimu", "sigh", RESF_DEFAULT);
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portrait_preload_face_sprite(rg, "reimu", "unsettled", RESF_DEFAULT);
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portrait_preload_face_sprite(rg, "marisa", "sweat_smile", RESF_DEFAULT);
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portrait_preload_face_sprite(rg, "marisa", "inquisitive", RESF_DEFAULT);
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portrait_preload_face_sprite(rg, "youmu", "eeeeh", RESF_DEFAULT);
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portrait_preload_face_sprite(rg, "youmu", "embarrassed", RESF_DEFAULT);
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portrait_preload_face_sprite(rg, "youmu", "eyes_closed", RESF_DEFAULT);
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portrait_preload_face_sprite(rg, "youmu", "relaxed", RESF_DEFAULT);
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portrait_preload_face_sprite(rg, "youmu", "sigh", RESF_DEFAULT);
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}
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